I usually do too. Guess that'll teach me to try and do things out of order.

Also, I really like the 30 part limit early in the game. I feel like it's actually forcing me to build better rockets instead of gigantic monstrosities that struggle to make it out of the lower atmosphere.

financially racist fucked around with this message at Dec 17, 2014 around 02:48

How do you install mods that aren't available for your version of KSP in CKAN? I type "install finalfrontier," but it says "module Finalfrontier required, but not available in the list or not available for your version of KSP."

How do you install mods that aren't available for your version of KSP in CKAN? I type "install finalfrontier," but it says "module Finalfrontier required, but not available in the list or not available for your version of KSP."

Huh. Maybe it worked for me because I already had it cached?

Try downloading the CKAN file from ckan-meta and then installing with ckan install -c path/to/FinalFrontier-0.5.9-177.ckan

The landing wheels being that high up the tree is pretty dumb, but I got around it by making a plane that launches straight up from the pad with an SRB, and then parachutes in to land when it's out of fuel. Also, the fuselage is horizontal when on the launchpad, for maximum

By the way max, I know most of us have immediately launched into the problems we've found, but so far, this is the best KSP patch in quite some time. Career mode no longer feels 'tacked on', and it's comparable to XCOM's structure of a metagame and individual missions.
Everything still needs tweaking but wow, it really is in beta, it's not just a name change. The little indicator on the altimeter that indicates whether your vertical acceleration is positive or negative is a nice touch.

The landing wheels being that high up the tree is pretty dumb, but I got around it by making a plane that launches straight up from the pad with an SRB, and then parachutes in to land when it's out of fuel. Also, the fuselage is horizontal when on the launchpad, for maximum

I did the same drat thing. Although ironically enough, I had the landing gear available (thanks to a part testing contract) and the first jet engine...but no air intakes.

Clearly, the best solution was to shoot it more or less straight up to about 25 KM and then glide it down using the LV-909 to maintain altitude.

The landing wheels being that high up the tree is pretty dumb, but I got around it by making a plane that launches straight up from the pad with an SRB, and then parachutes in to land when it's out of fuel. Also, the fuselage is horizontal when on the launchpad, for maximum

If I've got a normal jet powered plane early on I'll mount it on a launch tower and spool up the jet for 5-10s before I release for MAX POWER.

It's let me get to close by survey contracts quicker than I would otherwise.

Update: it's worse than I thought, right-clicking shows all facilities as level 3, but everything still acts like level 1 (only 2 contracts at a time, can't research above the 100 science tier of the tech tree, etc.) Guess it's back to 32-bit for me.

Right click, next to the Electric Charge bar there's a little icon (a green play arrow?) if you click this it will go red and prevent this resource from being used, this also works for fuel tanks, monoprop, etc.

Right click, next to the Electric Charge bar there's a little icon (a green play arrow?) if you click this it will go red and prevent this resource from being used, this also works for fuel tanks, monoprop, etc.

One thing to keep in mind is that you should never do this in the VAB/SPH. If you're like me and you place batteries with symmetry enabled, this will disable every battery in that symmetry group.

Your best bet would be to disable one of them while the ship is sitting on the launchpad or runway. Or hide a spare battery somewhere, like in the science bays that Universal Storage adds.

I've played this forever, but I landed a plane for the first time today.

I never bothered to dive in too deep with planes because they didn't seem as fun as rockets. I had a bunch of survey contracts on the board so I gave them a shot and found them to be pretty fun (and profitable).

It's cool that the new constraints got me to try something fun I otherwise wouldn't have done.

Those Fine Print contracts and features locked behind building upgrades are a pretty nifty way of pushing the player to learn how to build and fly.

I don't recall seeing in-game an explanation for certain terms that come up with facility upgrades. Does the Tracking Station lvl 2 upgrade notes just mention "Patched Conics"? Maybe there should be a pop-up after the player makes orbit, to remind them of facility upgrade option and gives some better detail (unless I clicked through it).

A simple mission to test the 48-7S in orbit turned into an impromptu Mun orbit without unlocking patched conics, maneuver nodes, or any other kind of assistance. It took 16 more days than it should have, but he got home. Even landed within a few miles of the spaceport.

Is anyone having problems getting the buildings to start with the un-upgraded models in 32 bit? Because no matter what, whether x32 or x64, I seem to always be starting with the buildings having the upgraded models.

I did one of the Kerbal rescue contracts with no upgrades to anything other than my launch pad and VAB. I have my orbit within 3k of the Kerbal, but I can't switch to him to get him over to the waiting capsule. Is there another upgrade I need to get him aboard?

I did one of the Kerbal rescue contracts with no upgrades to anything other than my launch pad and VAB. I have my orbit within 3k of the Kerbal, but I can't switch to him to get him over to the waiting capsule. Is there another upgrade I need to get him aboard?

I did one of the Kerbal rescue contracts with no upgrades to anything other than my launch pad and VAB. I have my orbit within 3k of the Kerbal, but I can't switch to him to get him over to the waiting capsule. Is there another upgrade I need to get him aboard?

I think it's within 2.2k, then hit the one of the square bracket keys to cycle to him.

Just keep doing what you were doing, only in smaller increments. Remember to keep patient, as it is easy to think you messed up when initially your separation increases. Double check the map and wait for nearly the entire orbit before deciding if you made the right move.

If you have the fuel (at 3 km), you could take the less efficient route and burn towards the target. If not, it is quite the exercise in patience.

Unless you're down to your last drops of fuel, at 3km you really should be able to just point at the target and burn a bit to close the gap. You only need to cover the last few hundred meters until you can take control of the rescue dude anyway.

Hard difficulty in this patch is some of the most fun I've ever had with this game. Every flight is important, every contract taken is important, who and what you take in your payload is important, choosing your landing spot is important. Love it.

Yeah, I only tried it once for a survey contract and the makeshift skids I had on the plane dug in to the runway and flipped me over at 60m/s. Somehow the cockpit didn't explode and kill Jeb, but I think I'll wait until I have landing gear before trying that again.

Yeah, I only tried it once for a survey contract and the makeshift skids I had on the plane dug in to the runway and flipped me over at 60m/s. Somehow the cockpit didn't explode and kill Jeb, but I think I'll wait until I have landing gear before trying that again.

The trick is to make a missile with as much lift as you can put on it. As long as the front is conical and you can control the roll, you're golden.